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Clan Beltain is made up of a wide array of police officers, secret agents, FBI agents, judges, and soldiers. The members of this small clan are always honest, intelligent and dedicated to the pursuit of justice. Much as clan Ventrue gravitates towards rulership, clan Beltain does so towards the positions of Archon and Justice.

Members of this clan are determined and unswayable. They are knowledgeable in both the traditions and combat, thus making them able to interpret the law and carry out the punishment, once it is broken. Since the members of the clan are generally concerned only with justice, they are nearly impossible to tempt or intimidate with political power.

It is this one-track mind that is the clan's great weakness, however. Since the clan is accustomed to gathering evidence and hearing both sides of the story, they have a terrible time making snap decisions. Other clans will usually become annoyed and frustrated with the time a member of clan Beltain uses to weigh his options and decide on a matter most would not think twice about.

Nickname: Cops

Appearance: members of clan Beltain show no marked pattern in physical appearance. Some however wear uniforms, and in general they to dress conservatively, so as to merit respect but not draw much attention to themselves.

Haven: Beltain generally congregate in a common haven that is overseen by the eldest clan member in a city. In this haven they study the Traditions and combat techniques. This haven is usually fortified and set up as a jail to hold kindred who await judgement from a higher source than the local clan members.

Background: Clan Beltain is still a relatively small bloodline and will probably take some time to expand very far. Beltain are conservative as to the number and personality of potential member, choosing only people they see as just and honest. Almost all of the members of this clan were judges, police officers, or soldiers before the embrace.

 Character creation: Beltain usually have investigation or soldier concepts. They generally have director or judge natures and demeanors. In general physical and mental attributes are primary and secondary in either order, with abilities varying according to the individuals profession prior to the embrace. Backgrounds are generally concentrated in influence (as per police powers in kindred or kine society) and generation (since the elders prefer to keep individual members as close to their generation and level of power as possible).

Clan disciplines: Clan Beltain has an unusually unstable bloodline, supposedly caused by the mixing of blood practiced in their founders embrace, thus players may choose 3 of the 4 disciplines listed below as clan disciplines and treat the 4th as a normal non-clan discipline: celerity, fortitude, potence, and protean.

Weakness: Beltain are thoughtful, fair and just. Unfortunately this also makes them slow to act. They must thoroughly deliberate before making a decision and must pass a willpower check (difficulty 8) just to act within a few minutes (storyteller's discretion) to weigh the consequences of their actions. This is not to say they will stand sill in a dangerous situation and be injured or killed before reacting, only that when they must make a decision that is not obviously right or wrong, they will try to flesh out their choices.

Organization: Beltain sees the traditions as the only way of survival. Therefore, the attempt to instill in neonate a sense that each is responsible for himself and his childer. Most reside together in a common haven, each bowing in turn to the elder members of the clan.

Quote: " The traditions were set down to protect our kind and mortals. By breaking them, you endanger us all and someone has to put a stop to it."

Stereotypes

Brujah: Respect their dedication to a cause, but never forger that their anarchy threatens our safety.

Gangrel: Quiet and unassuming. We respect them and often feel in them a kindred spirit so to speak.

Malkavian: Madness is to be pitied, but not caddled. If they can not function in the masquerade, they should be protected from themselves, if this is impossible, they should be put out of their misery.

Nosferatu: Realize their wisdom, and seek them when everyone else claims not to know.

Toreador: Art is fine, but we have more important things to worry about.

Tremere: The warlocks practice arts that wise men fear, but subtle manipulation does not lessen guilt.

Ventrue: A Ventrue's life is not one for us, why fight so hard for power, when you sill have to fight so much harder to keep it.

The Sabbat: Recognize them for our foundation, damn them for their shortsighted stupidity.

 

 

 

 

 

You are Visitor numbersince February 17, 1997


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